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I was just reading a review of Robinson: The Journey and they note a very interesting (and dead simple) technique for reducing movement based nausea. To simplify I'll cut and paste:
"The player’s movement speed is controlled directly by their viewpoint. When looking directly ahead the player can move at full speed, however this momentum is then reduced when off-centre. For example, if the player looks upwards at 45 degrees their movement speed will be halved; looking at the floor will reduce them to a crawl speed. How does this benefit the player? Simply by reducing the chance of discomfort through unexpected travel: in first-person videogames the player can often move further than expected when not looking at the horizon, which in VR can have disastrous effects. Robinson: The Journey does not suffer from this concern-adding issue."
This sounds like a tremendous addition to ArmSwinger imho!
Hi there! I will take a look at it. At first glance, I think that having direct control of your movement speed via your hands allows you to do this naturally. I am also hesitant to disconnect the 1:1 relationship between your hand movement and your artificial movement speed, as anything that makes you feel out of direct control seems to cause nausea issues. But I will see what I can see.
Fair point, and how I saw it working within your system would be a 'comfort modifier', explained as such that speed is reduced if looking up or down and by n amount (separate values, mind). Developers could then introduce this in the 'Comfort Options' in their games, as there's little reason not to let a player adjust them.
Becomes another feature that we can toggle based on preference and more importantly, stomach. 😛
Hey @kjack9 long time no speak!
I was just reading a review of Robinson: The Journey and they note a very interesting (and dead simple) technique for reducing movement based nausea. To simplify I'll cut and paste:
"The player’s movement speed is controlled directly by their viewpoint. When looking directly ahead the player can move at full speed, however this momentum is then reduced when off-centre. For example, if the player looks upwards at 45 degrees their movement speed will be halved; looking at the floor will reduce them to a crawl speed. How does this benefit the player? Simply by reducing the chance of discomfort through unexpected travel: in first-person videogames the player can often move further than expected when not looking at the horizon, which in VR can have disastrous effects. Robinson: The Journey does not suffer from this concern-adding issue."
This sounds like a tremendous addition to ArmSwinger imho!
What do you think?
Cheers brother
EDIT: Link
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